Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Possessor Bonus Class 1.6.6

Embers Races for Maj'Eyal Campaign 1.4.4

Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome.

DarkGod pretty much showed me how to do this, so thank you!

Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC.
Embers of Rage DLC is required for this to work!

I'm still new at this, so let me know if there are any issues and I'll try to sort them out.

V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before.

Monsters tiles set 1.5.10

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Magic stat.

Class Talents

Effective talent level: 6.5Use mode: ActivatedVim cost: 24Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You extract corrupted blood from your own body, hitting everything in a frontal cone of radius 9 for 255.60 blight damage.
Each creature hit has a 75% chance of being infected by a random disease, doing 297.70 blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
The damage will increase with your Spellpower.

Blood Spray

5/5

Effective talent level: 1.3Use mode: ActivatedVim cost: 20Range: 10Cooldown: 5Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Project a bolt of corrupted blood, doing 123.42 blight damage and healing you for 20% the damage dealt.
50% of the damage dealt will be gained as maximum life for 7 turns (before the healing).
The damage will increase with your Spellpower.

Blood Grasp

1/5

Effective talent level: 2.6Use mode: ActivatedVim cost: 30Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Make the impure blood of all creatures around you in radius 10 boil.
Each enemy afflicted by a disease, poison, or wound will have one removed at random dealing 222.55 blight damage, healing you for 57, and slowing them by 52% for 5 turns.
The damage will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedVim cost: 12Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Turn into a wraith, allowing you to walk through walls and removing the need to breath for 5 turns.
Also increases your defense and armour by 7 and 6, respectively.
If you are still in a wall when the effect ends you will randomly teleport.

Wraithform

1/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 15Range: 6Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 10.42 fire damage and 9.57 darkness damage in a radius of 0.
The damage will increase with your Spellpower.

Darkfire

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 90Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 2% fire resistance, 3% darkness resistance, and your global speed is increased by 0%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower.

Flame of Urh'Rok

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 5Drains vim: 5Range: 5Cooldown: 60Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Summon a part of the Fearscape to intersect with the current level.
You and your target are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you for 12.40 fire damage (demons are healed instead) each turn.
When the spell ends, only you and the target (if still alive) plus any loose objects are taken back to your home plane; all summons are left in the Fearscape.
This powerful spell drains 5 vim per turn initially, increasing by +1 for each turn it has been active, and ends when your vim is depleted.
It has no effect if cast from within the Fearscape.
The damage will increase with your Spellpower.

Fearscape

0/5

Corruption / Bone

1.30

Effective talent level: 1.3Use mode: ActivatedVim cost: 13Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a spear of bones, doing 127.33 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (255).
The damage will increase with your Spellpower.

Bone Spear

1/5

Effective talent level: 1.3Use mode: ActivatedVim cost: 15Range: 5Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 4 turns.
The bone will also deal 66.07 physical damage.
The damage will increase with your Spellpower.

Bone Grab

1/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: Whenever you use a non-instant talent you launch a spear of bone at all enemies afflicted by 3 or more magical detrimental effects dealing 28 physical damage to all enemies it passes through.
The damage will increase with your Spellpower.

Bone Spike

1/5

Effective talent level: 6.5Use mode: SustainedSustain vim cost: 50Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Bone shields start circling around you. They will each fully absorb one instance of damage.
4 shield(s) will be generated when first activated.
Then every 3 turns a new one will be created if not full.
This will only trigger on hits over 48 damage based on Spellpower.

Effective talent level: 1.3Use mode: ActivatedVim cost: 30Range: 7Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
All creatures (except you) traversing the portal will catch a random disease, doing 50.56 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 11.
The damage will increase with your Spellpower.

Dark Portal

1/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 35Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Feel the very existence of creatures around you for 1 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 2% and all saves by 4, but also make them aware of you.
The resistance and save reduction will improve with your Spellpower.

Effective talent level: 1.3Use mode: PassiveCooldown: 3Is: a spellDescription: Whenever you deal non-disease blight damage you apply a disease dealing 36.69 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 15. The three diseases can stack.
Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
This disease will try to prioritize being applied to an enemy with a high disease count near the target.
The effect will increase with your Spellpower.

Virulent Disease

1/5

Effective talent level: 1.3Use mode: ActivatedVim cost: 18Range: 10Cooldown: 4Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Make your target's diseases burst, doing 74.52 blight damage for each disease it is infected with.
This will also spread any diseases to any nearby foes in a radius of 1 with a minimum duration of 6.
The damage will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedVim cost: 20Range: 8Cooldown: 13Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Infects the target with a very contagious disease, doing 44.47 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
The chance to spread increases with the blight damage dealt and is 100% if it is at least 32% of the target's maximum life.
Creatures suffering from that disease will also suffer healing reduction (48%) and diseases immunity reduction (39%).
Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt.

Effective talent level: 2.6Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Project a corrupted blast of power that removes up to 3 magical or physical effects or any type of sustain and deals 109.69 blight damage to any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower.

Corrupted Negation

2/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 12Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 0% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 5 acid damage in a 4 radius ball. This damage will increase by 3% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower.

Corrosive Worm

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 28Range: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A furious storm of blighted poison rages around the caster in a radius of 4 for 3 turns. Each creature hit by the storm takes 3.52 blight damage and is poisoned for 14.07 blight damage over 4 turns.
At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 3%.
At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 1%.
At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 2% chance of failure.
Each possible effect is equally likely.
The poison damage dealt is capable of a critical strike.
The damage will increase with your Spellpower.

Poison Storm

0/5

Corruption / Sanguisuge

1.30

Effective talent level: 3.9Use mode: ActivatedRange: 9Cooldown: 5Travel Speed: 1500% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Fires a bolt of blight, doing 222.71 blight damage and replenishing 20% of it as vim energy.
The amount of vim regained depends on the target's rank (higher ranks give more vim).
The effect will increase with your Spellpower.

Drain

3/5

Effective talent level: 0.0Use mode: PassiveIs: a spellDescription: The cost of using life instead of vim for talents is reduced to 224%.

Bloodcasting

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 5Range: 10Cooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Absorbs the life force of your foes as you kill them.
As long as this talent is active, vim will decrease by 0.5 per turn and increase by 0.5 for each kill of a non-undead creature (in addition to the usual increase based on Willpower).

Generic Talents

Effective talent level: 1.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Race / Doomelf

1.00

Effective talent level: 1.0Use mode: ActivatedRange: 4Cooldown: 50Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Hasten yourself out of phase, teleporting you to a specific location up to 4 spaces away.
You can activate this talent up to twice within the same turn, but the second activation will not be instant.
Afterwards you stay out of phase for 5 turns. In this state your defense is increased by 13 and all your resistances by 13%.
The bonus will increase with your Willpower.

Haste of the Doomed

1/5

Effective talent level: 5.0Use mode: PassiveIs: a spellDescription: The tortures you had to endure on the Fearscape have increased your resilience.
All detrimental status effects last 20% less on you and all direct critical hits (physical, mental, spells) against you have a 32% lower critical multiplier (but always do at least normal damage).

Resilience of the Doomed

5/5

Effective talent level: 1.0Use mode: SustainedRange: melee/personalCooldown: 47Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Your original invisibility talent was corrupted and twisted.
You have 21% chance to turn into a dúathedlen for 5 turns, when hit by a blow doing at least 10% of your total life.
While in this form you gain the following effects:
- you have permanent stealth (power 21)
- your darkness damage is increased by 5%
- any non mind and non physical damage you deal above 31 triggers a darkness explosion of radius 1 for half the damage (this can only happen once per turn)
- when you transform the cooldowns of Haste of the Doomed and Pitiless are reset

Corruption of the Doomed

1/5

Effective talent level: 0.0Use mode: ActivatedRange: 7Cooldown: 54Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You launch a mental assault on the target.
The assult increases the cooldown of any already cooling down talents by 1, the duration of any magical, physical or mental detrimental effects by 2 (max 4x duration) and decreases the duration of any magical, physical or mental beneficial effects by 1.

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: You set your mind toward a single goal: the destruction of all your foes.
Increases the maximum amount of vim you can store by 27.

Willful Tormenter

1/5

Effective talent level: 1.3Use mode: ActivatedVim cost: 12Range: 10Cooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Reach out and touch the blood and health of your foes. Any creatures caught in the radius 2 ball will be unable to heal above their current life value (at the time of the casting) for 4 turns.

Blood Lock

1/5

Effective talent level: 1.3Use mode: SustainedSustain vim cost: 18Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you kill a creature, the remainder of the damage done will not be lost. Instead, 59% of it will splash in a radius 2 as blight damage.
The splash damage will increase with your Spellpower.

Overkill

1/5

Effective talent level: 1.3Use mode: SustainedSustain vim cost: 22Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you are dealt a blow that reduces your life by at least 14%, you have a 43% chance to reduce the remaining cooldown of all your talents by 1.
Temporary life from Sanguine Infusion will not count against the damage threshold.
The chance will increase with your Spellpower.

Blood Vengeance

1/5

Corruption / Hexes

1.30

Effective talent level: 3.9Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, dazing it and everything in a 2 radius ball around it for 3 turns and giving a 38% chance to daze affected targets again each turn for 20 turns.
The chance will increase with your Spellpower.

Pacification Hex

3/5

Effective talent level: 1.3Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it for 20 turns. Each time an affected target uses a resource (stamina, mana, vim, ...), it takes 45.22 fire damage.
In addition, the cooldown of any talent used while so hexed is increased by 19% + 1 turn.
The damage will increase with your Spellpower.

Burning Hex

1/5

Effective talent level: 1.3Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it. Each time they do damage, they take 9% of the same damage for 20 turns.
The damage will increase with your Spellpower.

Empathic Hex

1/5

Effective talent level: 3.9Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, forcing it to be your thrall for 6 turns.
If you damage the target, it will be freed from the hex.

Domination Hex

3/5

Effects

talent

Blood Fury

talent

Corruption of the Doomed

talent

Premonition

talent

Overkill

talent

Bone Shield

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal.

You are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly.

As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you.

* You have destroyed the controlling crystal. The demons can no track you down anymore.* You have destroyed the Planar Controller. Flee now!

Ashes in the Wind

done

You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.

There are also rumours of a renegade Shaloren camp to the west.

* You have explored the scintillating caves and destroyed the Spellblaze Crystal.* You have explored the Rhaloren camp and killed the Inquisitor.

Echoes of the Spellblaze

done

You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.
As a reward you improved talent Premonition (+1 level(s)).

Escort: injured seer (level 3 of Trollmire)

done

Escort the temporal explorer to the recall portal on level 1 of Old Forest.

Escort: temporal explorer (level 1 of Old Forest)

active

You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom.
As a reward you improved Magic by +5.

Escort: worried loremaster (level 2 of Heart of the Gloom)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You have explored the Maze and vanquished the Minotaur.* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed giant spider spinneret. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.'

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

The beast within

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 430% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 672% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 4 acid, 3 temporalIt can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 137 damage for 3 turns.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand spell talent.Press to compare to your current inscriptions

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

Glorybrevena

Planar Beacon
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: lite / lite

When wielded/worn:
Light radius: +3It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) :Effective talent level: 2.0Power cost: 25 out of 25/25.Range: 5Travel Speed: instantaneousIs: a spellDescription: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 153.20 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 153.20 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.

A strange orb of demonic origins. It glows with a surreal red light.

Planar Beacon

Essence of Bearness
Infused by nature3.00 Encumbrance.

[Unique]
Type: misc / animal

It can be used to invoke your inner bearness

Activation costs 100 power out of 100/100.

The very essence of bearness!

Essence of Bearness

Heart of Poosh
Infused by nature5.00 Encumbrance.

[Unique]
Type: misc / land

When carried:
Changes damage: +2% allIt can be used to natural balance

Activation costs 100 power out of 100/100.

The very heart of the lost land of Poosh. What did Kelad need with it?

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+4 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.Lucid Dreamer: This item allows the wearer to act while sleeping.It can be used to activate talent Sleep (costing 20 power out of 25/25) :Effective talent level: 3.0Power cost: 20 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

Eye of the Dreaming One

Imp Claw
Powered by arcane forces2.00 Encumbrance.

[Unique]
Type: tool / misc ; tier 1

When wielded/worn:
Light radius: +1
See stealth: +10It can be used to activate talent Flame (costing 9 power out of 9/9) :Effective talent level: 2.0Power cost: 9 out of 9/9.Range: 10Travel Speed: 2000% of baseIs: a spellDescription: Conjures up a bolt of fire, setting the target ablaze and doing 197.79 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.

The battered remains of a flame imp's hand. It still burns with that unnatural flame.

Imp Claw

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

It Which Writhes

Achievements

Can you bear it? So much bearness! (Insane (Adventure) difficulty)Killed Borius in the Bearscape.
By Putrilox the Foul the Doomelf Corruptor level 2160th Haze 122nd year of Ascendancy at 03:30see stats

Log

Today is the 72nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.There is a A path into the Old Forest here (press '' or right click to use).There is a A path into the Old Forest here (press '' or right click to use).There is a A path into the Old Forest here (press '' or right click to use).
You gain 18.88 gold from the transmogrification of Khelamahad the drakeskin leather cap (0 def, 5 armour).
You gain 1.11 gold from the transmogrification of blighted dwarven-steel gauntlets (0 def, 2 armour).
You gain 4.24 gold from the transmogrification of enlightening dwarven-steel mail armour (3 def, 8 armour).
You gain 4.27 gold from the transmogrification of enlightening dwarven-steel mail armour (3 def, 8 armour).
You gain 1.54 gold from the transmogrification of slimy cashmere robe of lightning (+19%) (0 def, 0 armour).
You gain 4.70 gold from the transmogrification of coruscating dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 78.5 block).
You gain 2.54 gold from the transmogrification of self-loading pouch of stralite shots of erosion (17/18, 42-50.4 power, 5 apr).
You gain 2.50 gold from the transmogrification of pouch of dwarven-steel shots of crippling (22/22, 30-36 power, 3 apr).
You gain 3.55 gold from the transmogrification of high-capacity quiver of ash arrows of grasping (52/52, 20.5-28.7 power, 7 apr).
You gain 7.11 gold from the transmogrification of runic dwarven-steel steamgun of life draining.
You gain 3.31 gold from the transmogrification of balanced dwarven-steel dagger (17-22.1 power, 7 apr).
You gain 20.32 gold from the transmogrification of Lisylrawyn (43.5-60.9 power, 6 apr).
You gain 17.95 gold from the transmogrification of Grinodulach the Filthcrypt (56.5-84.75 power, 7 apr).There is an exit to the worldmap here (press '' or right click to use).Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.
Putrilox the Foul deactivates Blood Fury.
Putrilox the Foul deactivates Premonition.
Putrilox the Foul deactivates Corruption of the Doomed.
Putrilox the Foul deactivates Overkill.
Putrilox the Foul deactivates Bone Shield.